No matter your opinion on the level progression of enchanting vs other professions, it is an undeniable fact that enchanting does not reward you for long-term investments in the craft, so much as it just lets you keep up.
BS / WW / CL are easily kept up with your character level but you can't just craft anything you want right off the bat. It requires research for traits /sets and learning new motifs. If you put forth the effort, you can at least make something useful, if not something well refined that only dedicated players can craft.
When it comes to enchanting, you can make anything so long as you have the right skill level / skill points spent. It is also much more difficult to keep the craft concurrent with your character level. My friends who play less than me can't even make glyphs for their characters because they out leveled their enchanting, not for lack of trying.
I personally do not like how difficult it is to level enchanting. You either spend a fortune, spend hours upon hours looking for people to level it with, or you make an alt and swap glyphs. None of these seem reasonable to me just to be able to make a basic glyph of my level. That said, I do believe those who put forth that much effort on their craft should be rewarded for their efforts. As it stands, it is an all-or-nothing situation where leveling experiences are so different from person to person that some people find it reasonable and others find it absolutely absurd.
I'm not sure exactly how to address the problem, but long-term enchanters should be seeing more benefits, while casual levelers should be able to at least make basic glyphs for themselves. On top of that, expensive, crafted glyphs should be more than just marginally better than the garbage from the vendors.
If I had to throw out a suggestion, I'd say make enchanting level faster but add some sort of research function. Expand the usefulness of rare glyphs and make glyphs work more like soul gems, in that low level ones can still be applied to high level gear, but they still just suck. That makes it an "at least it's something" situation.
Like, say, everyone can make any enchant with Ta by default so long as they have the points spent in potency. A research tab could give you a means of learning to make that enchant with better aspect runes. Say it requires an item enchanted with any level of that particular enchant, like a ring with fire resist, as well as an aspect rune of the level you are researching. So the first time would be a fire resist ring and a Jejota. In a few hours, you'll be able to make green fire resist ring glyphs.
Remove the skill points for aspect improvement and instead add in research time / quantity boosters like other professions have.
So a quick recap:
- Make enchanting level faster so that everyone can have basic enchanting benefits
- Make a research system to draw the line between dedication and just leveling it up
- Make rarer aspects provide greater benefits, rewarding players for their researching efforts
I'd say everyone would win if a change addressed these issues, if not necessarily exactly what I said. A good craft should be accessible to everyone but the best benefits should be rewarded only to the dedicated. As it stands, casual players are left in the dust and dedicated players get a crappy reward.
Also, for those who already dedicated the time and effort to the skill, a change like this should come with a head start. Say, level 30-39, all research starts at Jejota level, and 40+, it all starts at Denata level.
Edited by jrgray93 on August 14, 2014 4:13PM EP: Slania Isara : Harambe Was an Inside Job